Creating a game like Split Fiction is no small feat. The game is packed with innovative mechanics that seem to debut every quarter-hour, yet it carefully avoids letting any of those ideas feel unfinished or rushed.
Take, for instance, the part where you’re soaring through the skies on a dragon. Developing just one of those dragons was a massive undertaking, requiring about eight months of dedicated work. Early in my career, I remember a lot of team members questioning why we would spend so much time on something that players would only experience for a brief, ten-minute window.
Here’s my take on it: if you think about it like a movie, you wouldn’t repeat a standout scene just because it cost a fortune to make. Sometimes, the magic of a moment is in its rarity. There’s a mindset in the gaming world where expensive elements must be recycled, but I ask, why? Reusing them can diminish the impact they had when you first encountered them.
Split Fiction fully embraces this ethos by incorporating vast sections of optional content. While It Takes Two offered mini-games scattered throughout, this game takes it up a notch. You’ll encounter portals on your journey leading to these expansive worlds, complete with fresh mechanics, bosses, and entirely new environments.
It truly feels like stepping into a whole new game within the game itself.